Perhaps I am not quite understanding your objective Mate.
If you are doing rigid body collisions and using convex hull or mesh for the collision surface,
then a displaced surface baked to its irregularly shape mesh will only make dynamics simulation more computationally expensive yes??
Actually I have used low poly proxies for years
for sending both objects and pre-animated
Characters over to Next limit Realflow to interact with the fluid solver
and replacing them with their high poly counter parts for the render.
Daz studio has quite an excellent Decimator plugin that get its figures down
to extemely low polygon counts while retaining the rigging for export as FBX or even MDD.
The new Iclone Character Creator 3 program, from Reallusion, has a similar function
for their Avatars
On the Matter of a feature in C4D that would enable control of collision properties
on a surface area by surface area basis, as one might imagine,this already exists in SideFx Houdini
in the form of “friction variable weight painting”.
I have never understood how we could have a fairly capable jiggle deformer
in C4D for ever a decade where the strength is controlled by a graduated weight map
on a portion of a surface.( belly,jowls etc)
Yet have a cloth & Rigid body system that does not recognize those weightmaps for
partial mesh/surface simulation.
Modynamics was a fun bit of play when it was introduce a decade ago.
I run quite an older version C4D… so tell me has modynamics
been updated at all for more precises controls like the rigid body parris solver in realflow??
…or have people simply resigned themselves to buying XP subscriptions
just as we character animators have resigned to investing MOBU or IClone/IKinema for serious Mocap based workflows ??